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Possible Marauder


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#21 bpphantom

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Posted 17 July 2012 - 11:48 AM

View PostDedzone, on 17 July 2012 - 11:46 AM, said:

any Mech Warrior game is not complete until you have a Marauder to pilot!! I am sure the artists will do their homework and come up with a viable new image to use for it. As well as for the rest of the unseens.

Let us have some faith until otherwise needed.


They can just use the PP Marauder once the time-line catches up.

#22 Kraven Kor

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Posted 17 July 2012 - 11:48 AM

View PostDedzone, on 17 July 2012 - 11:46 AM, said:

any Mech Warrior game is not complete until you have a Marauder to pilot!! I am sure the artists will do their homework and come up with a viable new image to use for it. As well as for the rest of the unseens.

Let us have some faith until otherwise needed.


Well, one thing is for sure about that:

Some of us will hate it. No matter how awesome it may look, there will be at least 1 out of 20 or so players who do nothing but naysay the new design.

But, as they say, there is no accounting for taste.

#23 Jmb

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Posted 17 July 2012 - 04:03 PM

The basic outline of a marauder is a Mad Cat without the shoulder missle pods and a torso mounted weapon, usually an auto cannon of some kind on the right side. It was probably where the idea of the dangerous omni came from.
Outside of that, I don't really care what it looks like as long as it still kicks ***.

#24 Geminus

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Posted 24 July 2012 - 12:00 PM

View PostBduSlammer, on 17 July 2012 - 10:22 AM, said:

Would this be to close to the unseen Marauder. take the body of the Catapult, use the arms of the Cataphract, but flip the weapons mounts for the ppc and laser, and use the AC from same Cataphract, but have it mounted to the right side torso, your thoughts

Agreed. Just take the catapult, pull the missle racks, put on arms and a weapon on the top. Boom. Marauder. And it makes even more sense when the MAD CAT invades. Catpult with maraduer arms.

I don't care what they have to do, I WANT MY MARAUDER.

I mean look, if I have to pay another $120 for a marauder surcharge, I will, just make it happen.

Edited by Geminus, 24 July 2012 - 12:01 PM.


#25 zudukai

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Posted 24 July 2012 - 12:10 PM

View PostOtto Cannon, on 17 July 2012 - 11:48 AM, said:

Or this:

Posted Image

yes, hell yes, at least it still kinda looks like a mad, offset AC, for legal purposes.... not the best feature, but still looks good.

#26 Bishop Steiner

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Posted 24 July 2012 - 12:21 PM

View PostOtto Cannon, on 17 July 2012 - 11:48 AM, said:


If you're asking would it be legal to make a Frankenstein's monster mech from other mech parts in the general shape of a Marauder, then yes, it would be legal because it would look nothing like a Marauder.

I don't see the point of doing it though, because it would be ugly.

If the devs want to avoid legal issues they could just make a Marauder that looks slightly different, like this:

Posted Image
Or this:

Posted Image



or this.....
Posted Image

but thats only if you want one that doesn't look like a robot ostrich, or been or been spending too much time at an all you can eat buffet.

#27 XTRMNTR2K

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Posted 24 July 2012 - 12:24 PM

If it was up to me, I'd go with your version all the way, Bishop. You pretty much did the impossible in my opinion - changing it enough to be different yet keeping that typical Marauder feel alive. I have yet to see a better take on this mech.

#28 SyberSmoke

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Posted 24 July 2012 - 12:36 PM

View PostOtto Cannon, on 17 July 2012 - 11:48 AM, said:



Posted Image
Or this:

Posted Image

View PostBishop Steiner, on 24 July 2012 - 12:21 PM, said:


Posted Image




The problem is, these mechs designs would not work in a video game. ALL of them place the head in the front center...heck the twin cockpit (second Image) is just screaming, shoot my center torso, it is all head! In the TT game, sure...because hits are random. But we get to choose where we hit. The cockpit needs to be back so it is visible, but at the same time does not come into the center torso to become an easy mark.

#29 zudukai

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Posted 24 July 2012 - 12:43 PM

View PostSyberSmoke, on 24 July 2012 - 12:36 PM, said:


The problem is, these mechs designs would not work in a video game. ALL of them place the head in the front center...heck the twin cockpit (second Image) is just screaming, shoot my center torso, it is all head! In the TT game, sure...because hits are random. But we get to choose where we hit. The cockpit needs to be back so it is visible, but at the same time does not come into the center torso to become an easy mark.

sadly +1 -cplt and timby agree.

#30 Bishop Steiner

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Posted 24 July 2012 - 01:15 PM

View PostSyberSmoke, on 24 July 2012 - 12:36 PM, said:


The problem is, these mechs designs would not work in a video game. ALL of them place the head in the front center...heck the twin cockpit (second Image) is just screaming, shoot my center torso, it is all head! In the TT game, sure...because hits are random. But we get to choose where we hit. The cockpit needs to be back so it is visible, but at the same time does not come into the center torso to become an easy mark.


Oh, I totally agree with you about that being an issue (though in truth the Madcat and Catapult ain't that much different), but for most of us, there is no point in having a "marauder" if it ain't a marauder. Having them slap Unseen names on Mechss that in no way conjure the look or feel, is worse than not having them at all.

#31 SyberSmoke

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Posted 24 July 2012 - 01:30 PM

View PostBishop Steiner, on 24 July 2012 - 01:15 PM, said:


Oh, I totally agree with you about that being an issue (though in truth the Madcat and Catapult ain't that much different), but for most of us, there is no point in having a "marauder" if it ain't a marauder. Having them slap Unseen names on Mechss that in no way conjure the look or feel, is worse than not having them at all.


The Marauder is a stand off mech, so like the Catapult the cockpit can be more prominent. But at the same time it could be placed a little on top and back on the torso to make it less obvious of a target. Who knows, a redesign may need to get rid of the AC/5 on top placing it in the left or right torso, this would get rid of one of the key elements that makes the Marauder look like a Harmony Gold mech, and would be a minor change.

Plus, it is never really explaine how that dang gun is mounted to the mech...it appears to buck some of the core rules of the game.

Edited by SyberSmoke, 24 July 2012 - 01:38 PM.


#32 Bishop Steiner

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Posted 24 July 2012 - 01:44 PM

View PostSyberSmoke, on 24 July 2012 - 01:30 PM, said:


The Marauder is a stand off mech, so like the Catapult the cockpit can be more prominent. But at the same time it could be placed a little on top and back on the torso to make it less obvious of a target. Who knows, a redesign may need to get rid of the AC/5 on top placing it in the left or right torso, this would get rid of one of the key elements that makes the Marauder look like a Harmony Gold mech, and would be a minor change.

Plus, it is never really explaine how that dang gun is mounted to the mech...it appears to buck some of the core rules of the game.



wait.... FASA actually was supposed to have some kind of consistency between rules, record sheets and the art designs?!?!?!?!?!?

#33 SyberSmoke

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Posted 24 July 2012 - 01:47 PM

View PostBishop Steiner, on 24 July 2012 - 01:44 PM, said:



wait.... FASA actually was supposed to have some kind of consistency between rules, record sheets and the art designs?!?!?!?!?!?


I know right? Hehehe.

#34 Gorith

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Posted 24 July 2012 - 01:50 PM

View PostSyberSmoke, on 24 July 2012 - 12:36 PM, said:


The problem is, these mechs designs would not work in a video game. ALL of them place the head in the front center...heck the twin cockpit (second Image) is just screaming, shoot my center torso, it is all head! In the TT game, sure...because hits are random. But we get to choose where we hit. The cockpit needs to be back so it is visible, but at the same time does not come into the center torso to become an easy mark.


true

Posted Image

This one is amazing... to deal with the cockpit issue it could be moved back to the 3rd section of that torso and slant the first two a little more to allow visibility? I would mock something up but I would be lucky to make a passable stick figure

Edited by Gorith, 24 July 2012 - 01:52 PM.


#35 SyberSmoke

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Posted 24 July 2012 - 01:58 PM

View PostGorith, on 24 July 2012 - 01:50 PM, said:


true

(Image Snip)

This one is amazing... to deal with the cockpit issue it could be moved back to the 3rd section of that torso and slant the first two a little more to allow visibility? I would mock something up but I would be lucky to make a passable stick figure


That one would be the most workable. Scaling up the mech would also help as it's scale appears to be a little small when compared to other 75 ton mechs. There are a couple people with a mech scale chart to show mech height compared to human scale.

Edited by SyberSmoke, 24 July 2012 - 02:05 PM.


#36 DireWolf307

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Posted 24 July 2012 - 02:02 PM

Wow an Unseen/Reseen topic, I haven't seen one of these in hours!

#37 Ezrekiel

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Posted 24 July 2012 - 02:03 PM

View PostSyberSmoke, on 24 July 2012 - 12:36 PM, said:


The problem is, these mechs designs would not work in a video game. ALL of them place the head in the front center...heck the twin cockpit (second Image) is just screaming, shoot my center torso, it is all head! In the TT game, sure...because hits are random. But we get to choose where we hit. The cockpit needs to be back so it is visible, but at the same time does not come into the center torso to become an easy mark.


Indeed.

And even worse, if you miss the cockit, you will automatically hit the second best zone to hit after head: center torso. In a humanoid Mech there is the chance to waste that shot by shooting beside or above the head - here near misses would all hit center torso.

#38 Bishop Steiner

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Posted 24 July 2012 - 02:03 PM

View PostSyberSmoke, on 24 July 2012 - 01:58 PM, said:



hat one would be the most workable. Scaling up the mech would also help as it's scale appears to be a little small when compared to other 75 ton mechs. There are a couple people with a mech scale chart to show mech height compared to human scale.


I'd rather the poor thing stay dead and buried than have that porker representing it. It's like a marauder that hit middle age and all it's lean muscle turned to flab and jelly donuts. That has exactly zero menace to it.

As for Scale, that is actually pretty close though (I worked with heavy equipment for years) as Height is only one part of the scale, but any long walker design like that would be several meters shorter than a humanoid profile.

#39 Gorith

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Posted 24 July 2012 - 02:13 PM

View PostBishop Steiner, on 24 July 2012 - 02:03 PM, said:

I'd rather the poor thing stay dead and buried than have that porker representing it. It's like a marauder that hit middle age and all it's lean muscle turned to flab and jelly donuts. That has exactly zero menace to it.

As for Scale, that is actually pretty close though (I worked with heavy equipment for years) as Height is only one part of the scale, but any long walker design like that would be several meters shorter than a humanoid profile.


Difference of view to me the one you posted while looking like a nice weapon it doesn't look bulky enough to be a heavy Looks a little flimsy and frail to me... a combination of the two would be great weaponlike and bulky

Edited by Gorith, 24 July 2012 - 02:14 PM.


#40 Killian Wargear

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Posted 24 July 2012 - 02:14 PM

View PostGeminus, on 24 July 2012 - 12:00 PM, said:


I don't care what they have to do, I WANT MY MARAUDER.

I mean look, if I have to pay another $120 for a marauder surcharge, I will, just make it happen.


Totally agreed.





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